Iteration X

HIT Mark Upgrades

By Mark Antill
Mar. 1995

Build A Better HIT Mark

The Iteration X book mentions that the HIT Mark V is customizable. Here are a few examples and ideas. Some of these modifications are fitted by other Conventions, usually in multi-Convention Constructs.

Phased Motion Detector

Description: Detects movement in the surrounding area by the disturbance of air molecules. This appears as a small circle on the HIT Mark's HUD, with disturbances appearing as blips on the display.

System: The HIT Mark rolls Perception + Alertness, difficulty 7 to detect any moving object within a 30 yard radius. If the object is moving quickly then reduce the difficulty to 6. Arcane rating reduces the perception dice pool as normal, and if the target is Awakened and employing a power to avoid detection (invisibility Rote, Obfuscate, etc.) the HIT Mark must beat the number of successes when trying to detect it.

Kirlian Visor

Description: Often fitted by Void Engineers, the visor, despite its name, is in fact a modification to the HIT Mark's optical sensors to allow it to see large disturbances in the Umbra. Iteration X dislikes this modification being made, but cannot deny its efficiency for attacks on Garou Caerns or Dreamspeakers. However, the Computer has ordered that all HIT Marks with such modifications have their memories wiped after all such operations.

System: On a successful Perception + Alertness roll, difficulty 8, the HIT Mark can see Umbral attacks, materializing spirits and side stepping Umbral travelers.

Optical Gun Enhancement

Description: A small camera is fitted to the HIT Mark's gun, and the image it produces may replace the HIT Mark's normal vision.

System: This works in a similar way to a scope, giving the HIT Mark an extra 3 dice to its firearms dice pool. However, as its vision is now rather limited it receives a +1 penalty on all vision related Perception rolls.

Recoil Suppression

Description: Most HIT Marks have a system to reduce the recoil from any weapons they carry. Generally the weapon has a certain amount of lateral movement within the arm cavity, sometimes supplemented by gas vents and the addition of the HIT Mark's own powerful "muscles".

System: All recoil modifiers are reduced by 1. This applies to multiple shots in a turn as well as three round bursts and full autos.

Enhanced Reactions

Description: This upgrade consists of upgrading the HIT Mark's onboard computer with a faster, parallel processing one. The computer is given a greater than normal degree of control over the HIT Mark's reactions. In addition the motor systems are replaced with a faster pseudo-muscular design that consists of fibrous materials that contract when an electric current is passed through them. This upgrade is most common on non-human HIT Marks.

System: The upgrade can be given on two levels. Each level gives the HIT Mark one extra die in both Wits and Dexterity, and one extra action a turn (as Time 3 or Celerity). However, for the limbs to move at greater speed the HIT Mark has to be lightened. For each level of upgrade it loses two levels of armor rating.

Weaponry

There are many alternatives to the basic chain gun and claws. Here are a few. Note that some HIT Marks with arm-mounted weapons have removable hands, or special joints below the wrist that allow the hand to swivel out of any weapon's line of fire.

Flamethrower IX - 42

This is an arm-mounted weapon that replaces the chain gun on the arm. These are commonly fitted when vampires have been targeted for deletion.

Difficulty Damage Range Rate Capacity
6 napalm 70 1 15 turns

Any hit to the body doing more than 5 health levels of damage has a 40% chance of detonating the fuel tanks. This increases by 10% for every extra health level inflicted. Damage is as Napalm and effects a 1 yard radius per turn's worth of fuel left in the HIT Mark.

Sprinkler IX - 24

This is a similar design to the basic chain gun. However, some of the barrels are altered so that they do not fire straight forward but at an angle. This is often fitted when the target has been determined to have powers of invisibility or obscuring sight, as the large spread of the weapon increases the chances of it hitting.

Difficulty Damage Range Rate Capacity
9 5 50 21 200

As the gun sprays over such a large area it is highly inaugurate with single shots. However, when firing at a high rate it becomes increasingly more deadly. As a result the normal difficulty modifiers for multiple shots, bursts and so on are subtracted from the difficulty. Sprays are a base difficulty 4 and increase by 1 for every two yards sprayed.

The firing mechanism of this gun should not work. However, as long as it remains concealed within the HIT Mark's arm there are no problems with Paradox.

Finger Missile IX - 105

These are small smart missiles concealed within the finger. When they are fired the outer shell, including the skin and nail, falls off revealing the missile.

Difficulty Damage Range Rate Capacity
5 12 400 4 4 per hand

The fingers replaced in this manner cannot bend normally and the hand has very little manual dexterity. As a result it is usually passed of as artificial.

High Velocity Rifle IX - 37

As primium bullets are so expensive for Iteration X to manufacture, using them in a chain gun is considered inefficient. Against the more dangerous Awakened targets this weapon, and its deadly amunition, is often fitted.

Difficulty Damage Range Rate Capacity
7 8 300 1 50

The full capacity is rarely taken up with primium. Normally only about half are conventional rounds. Silver or incenderay are sometimes used as well. Primium rounds cause aggravated damage.

Grenade Launcher IX - 304

Another popular replacement is the grenade launcher. This is most commonly used when assaulting heavily armored or defended positions. Iteration X manufactures all the basic grenade types, as well as several unique variates of their own.

Difficulty Damage Range Rate Capacity
6 grenade 450 1 15

Laser IX - 1001

Powerful laser technology has been available to Iteration X for some time. However, such small lasers of such great power are still not accepted in static reality and their use can cause Paradox. As a result this is most often fitted to HIT Marks that are stationed in constructs or Horizon Realms.

Difficulty Damage Range Rate Capacity
6 8 2000 1 unlimited

The weapon is still undergoing testing and modification. If fired for more than three turns in a row it will start to overheat. Each additional turn it is fired the damage dice is reduced by one. For every turn it is given to cool down, one dice of damage is restored.

The weapon can also gain Paradox. Every time a Sleeper sees it fire the HIT Mark gains a Paradox point. If it gets too many it will rapidly start to malfunction and break down, starting with the laser.

Primium Claws

Sometimes the tungsten claws are replaced by primium. This inflicts aggravated damage.

Shock Touch

This device is used on the Mark IV and the Mark VI. On the Mark V, it delivers a powerful electric shock to the target, via the claws. As primium is non-conducting it can only be used in conjunction with the standard claws.

It deals four dice damage per charge, and the HIT Mark usually has 6 charges. Damage is rolled and soaked separately from the claw attack, although on hit roll is made for both.

Whirring Blades

Some HIT Marks are modified exclusively for close assault. A favored variation is powerful spinning bladed weapons, normally concealed within the arms. Some of these blades may be primium coated, causing aggravated damage.

Difficulty Damage
8 Strength + 7